7-heroes completion of all UW quests
Dzjudz
After Clear the Chamber it doesn't really matter, other than you should clear to Vale (and probably do Vale quest) before you do Escort. The other quests are all contained in their own area and do not influence each other.
Chthon
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I might try UW with 7 heroes. Something along the lines of 2 necros (SS / SV), 2 mesmers (panic / ineptitude), 2 ritualists and still deciding on the last char.
What is the best order of doing the quests in UW? |
- 1. Getting started
- 1.1. Clear the Chamber
- 1.2. Optional: Before taking Restoring quest, pre-clear Vale, Mountains, Planes, and Pools so that there is zero possibility of a reaper spawning into danger. (Warning: This is very time consuming.)
- 1.3. Take Restoring.
- 2. Lab-Vale Block (interchangeable with Planes-Pools-Pits Block)
- 2.1. Optional: Pre-clear skeletons from Vale before Escort. (If you do this, you might as well do Wrathful Spirits while you're there.)
- 2.2. Escort
- 2.3. Wrathful Spirits (if not already done)
- 2.4. Optional: Pre-clear skeletons from around Unwanted spawn points.
- 2.5. Optional: Free reapers of Vale, Wastes, and maybe Planes/Mountain so that you can teleport in behind Unwanted spawns. (If you do this, you might as well do Servants of Grenth while in Wastes.) (Warning: This is very time consuming.)
- 2.6. Unwanted Guests.
- 3. Planes-Pools-Pits Block (interchangeable with Lab-Vale Block)
- 3.1. Do Demon Assassin the first time you cross Mountains from Lab to Planes. Once the Slayer is dead, the reaper becomes unkillable, so you can run for Planes before the mass of dryders arrive. Note that this leaves the reaper totally unsafe to teleport to. (So do not take Demon Assassin if you are pre-popping this reaper for an advantage in Unwanted Guests; do UWG, then teleport back and do Demon Assassin.)
- 3.2. 4 Horsemen.
- 3.3. Pools/Terrorweb Queen (interchangeable with Pits)
- 3.4. Pits/Imprisoned Spirits (interchangeable with Pools)
- 4. Wastes/Servants of Grenth (unless already done while pre-clearing)
- 5. Dhuum
Strong human teams who know the spawns generally do not need to pre-clear. Heroes can be a little bit less reliable about "don't aggro that" and "don't kill that dryder yet" and are generally stupider about all aspects of UWG. On the other hand, pre-clearing takes forever. Choice is yours.
Since 4 Horsemen is the hardest quest...
... on the one hand, if your goal is to finish, that's a reason to do the Planes-Pools-Pits Block first so that you don't waste any extra time if you fail there.
... on the other hand, if you're trying to get the "UW experience," you might do the Lab-Vale Block first, and maybe even do Wastes, Pools, and Pits out of order (despite the backtracking that entails) so that you see as much as you can before you die.
T1Cybernetic
The one that is bothering me is the vengeful aatxe :s heroes never want to break aggro
pain in the ass.
"EDIT"
I haven't tried recently (Even with the 7Hero update) I just figured that would be the hardest, It "was" a pain the last time I tried it...
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"EDIT"
I haven't tried recently (Even with the 7Hero update) I just figured that would be the hardest, It "was" a pain the last time I tried it...
Str0b0
I recommend doing the Restoring Grenth's Monuments quest. It lets you clear out some enemies in all the areas and allows you to travel quickly in the UW once you get it done.
Xslash
They updated this awhile ago. you dont need to loose aggro of the vengefuls anymore. When the keeper of souls dies, the vengeful all die. as well as the terrorweb dyrders
T1Cybernetic
Ah nice one, I guess it has been a very long time since I went into the underworld then lol Cheers for that, I'll give it a blast tonight
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Carboplatin
still working on a warrior +7 hero team that can camp the reaper at 4H, no luck so far, but sure gives me something to do in GW for now.
Vazze
I had SoS, St, Panic, Illusion (inept) mes, SS, Smite support with RoJ elite, UA healer and me as RoJ smiter.
For 4H I only cleared the patch of the reaper and let them come from both sides while I camped reaper. I called targets for heroes alternating the sides, st was behind us at a safe spot. 3 heroes died and I used grail and salvation only.
For servants we circled in the middle (except St, she was flagged a bit further down out of agro) and dryders spawned on top of us. Same cons and nobody died here.
For Dhuum I got scared and popped cons because 2 heroes died at first judgment, but it was not necessary at all. Dhum was a smooth ride (watch out: heroes love the encase skeleton skill!).
Oh and I used a blue rock candy at pits so that I can get there in time (which I would have if I have not taken a wrong turn: so one hero died there and souls were taking heavy damage but they lived).
I think the key is SoS, St, panic and one healer (any kind), the rest is fairly flexible.
For 4H I only cleared the patch of the reaper and let them come from both sides while I camped reaper. I called targets for heroes alternating the sides, st was behind us at a safe spot. 3 heroes died and I used grail and salvation only.
For servants we circled in the middle (except St, she was flagged a bit further down out of agro) and dryders spawned on top of us. Same cons and nobody died here.
For Dhuum I got scared and popped cons because 2 heroes died at first judgment, but it was not necessary at all. Dhum was a smooth ride (watch out: heroes love the encase skeleton skill!).
Oh and I used a blue rock candy at pits so that I can get there in time (which I would have if I have not taken a wrong turn: so one hero died there and souls were taking heavy damage but they lived).
I think the key is SoS, St, panic and one healer (any kind), the rest is fairly flexible.
Bytor
Cant get past Servents of Grenth, keep failing there, heroes wipe after the first group. I stay by the reaper and flag the heros in circle around the spawn point. I make sure the healers are in range for all the other heros.
Im going as a dmg mez with a modified hero setup based on BHAVV posted setup on pg1. This is nm to boot.
Im going as a dmg mez with a modified hero setup based on BHAVV posted setup on pg1. This is nm to boot.
bhavv
I only managed servents of grenth by splitting my team with some going up to where frozenwind spawns. This gave me enough time to kill the mobs that go towards the reaper, and then get up to the top with frozenwind still alive.
On my last attempt, I did a few easy quests first (Demon assassin + terrorweb queen), and then thought I would try the bone pits. I failed because I completely forgot how to do it and didnt flag my heroes far enough in front of where the lost souls spawn, and some of the ghosts died before I could make it back to prot them.
On my last attempt, I did a few easy quests first (Demon assassin + terrorweb queen), and then thought I would try the bone pits. I failed because I completely forgot how to do it and didnt flag my heroes far enough in front of where the lost souls spawn, and some of the ghosts died before I could make it back to prot them.
tuweky
How do you kill Dhuum with 7 heroes?
I've managed to complete the 10 quests but Dhuum raped me verry hard...
I've managed to complete the 10 quests but Dhuum raped me verry hard...
Esoteric Mesmer
Quote:
How do you kill Dhuum with 7 heroes?
I've managed to complete the 10 quests but Dhuum raped me verry hard... |
I have been working through the UW quests a few at a time and have been able to complete all of them, just haven't sat down and done them all at once. My fear though is that once I do make it to Dhumm the same thing will happen to me.
I was under the impression a panic mes should be able to interrupt most of his skills, and then SS and SV necros should be able to take him out. But haven't been able to test this yet.
But now I am reconsidering whether I need some holy damage to help with the minions...
Dzjudz
Vazze
- You kill Dhuum with PI. It is one pve slot on your bar but it is worth it.
- To get the Dhuum rest bar down you have to let a few heroes die intentionally (1-4), the spirit heroes spam the dhuum rest skill like they should, remove dp, etc (disable encase).
- if you survived the quests, you can survive his minions as well, they are not a real threat, make sure heroes target them and not dhuum.
- Dhuum's Judgement: this is where you can die. You need to micro party wide heals (heal party, divine healing, etc) on heroes and activate them as quickly as you can. Therefore you want to keep Dhuum targeted at all times.
- To get the Dhuum rest bar down you have to let a few heroes die intentionally (1-4), the spirit heroes spam the dhuum rest skill like they should, remove dp, etc (disable encase).
- if you survived the quests, you can survive his minions as well, they are not a real threat, make sure heroes target them and not dhuum.
- Dhuum's Judgement: this is where you can die. You need to micro party wide heals (heal party, divine healing, etc) on heroes and activate them as quickly as you can. Therefore you want to keep Dhuum targeted at all times.
tuweky
well like I've said, I've managed to complete the 10 UW quests but Dhuum was to hard. And I used these builds in UW:
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Don't laugh at it, i've managed to complete whole Doa with it
(Without the use of Cons)
But yeah, AP build is really bad use at Dhuum so I should change that and add atleast Pain Inverter. Somebody has anymore tips I could use against Dhuum?
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Don't laugh at it, i've managed to complete whole Doa with it
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(Without the use of Cons)
But yeah, AP build is really bad use at Dhuum so I should change that and add atleast Pain Inverter. Somebody has anymore tips I could use against Dhuum?
Widowmakerz
discord doesn't work on dhuum, he's immune to all conditions.
Hugh Manatee
I beat it but I had to cheese a conset for the 4 horsemen and the ice wastes. I had myself as a sos channeler, 2 soul twist comuners, one with offense and one with defense, Gwen and norgu, one with physchic instability, the other with panic, the rest with domination(mistrust, cry, wastrels, ect), a half resto half blood N/Rt with party wide heals and reactive hexes and blood rit, a UA monk with aegis, prots and the 2 party wide DF heals, and vekk set for ER prot/infuse, and most of the party had Hex Breaker on them(the 4H was going to be the hard part so I kinda over prepared for it...). It was a little defense heavy, I know but my philosophy was, If I can Survive, I can win, also I figured I'd have to scatter my dudes around. I got to the chest in about 2h15m.
I didn't take an optimized route, went straight to the chaos planes, then the ice wastes, then unwanted guests, cause those 3 are the ones that have gotten me punted before. I beat all of them under 1 conset, then completed the rest without any more save an armor in dhuum's chamber.
At the 4H I dropped a few of the longer lasting spirits on one side(right facing the reaper) to delay the guys at that side, and tried to thin the left side as much as possible. I put the defense rit off to the side, but in range(last time I failed, the defense got dogpiled). With the conset I manages to survive, I had to micro a few key interrupts and flags to get my guys out of danger, and throw a few prots at the reaper, but we survived it, nd I ran to the ice wastes. I don't quite know what happened in the ice wastes... just dryders every****ing where. I used a summoning stone and drew a Crystal Spider, so bonus, and with the remaining conset buzz managed to agro and jam up the dryder horde till they died. I put gwen on one side and norg on the other with the spirits in the middle-ish, and I was running bach and forth with the channeling firing line. Pools was easy, vale was easy, unwanted was easier then I recall it being, the mountais was pretty simple, I held a high ridge and the spirits fired down on the bad guys in a choke point. I had a close call in the bone pits, a spirit charged the dryders, but I managed to micro a few prots on him. This is where the extra defender payed off(vekk died but oggles was alive). Once I got to dhuum, I burned a armor of salvation(i didn't have any more of the other cons, but I got a lot of armors and res scrolls from the WiK), and toughed it out. Dhuum had a raging hate**** boner for razah(my defense rit) and the master(my blood/AoE guy) and they went first. I eventually lost 5/8 to the ghost form, had to use like 5 res scrolls, but he got beat.
After all that, I got a R13 spawning ceremonial cauldron with non max endurance and +5 armor^50, a diamond, the stone, the key and the ecto.... WINNING!
I didn't take an optimized route, went straight to the chaos planes, then the ice wastes, then unwanted guests, cause those 3 are the ones that have gotten me punted before. I beat all of them under 1 conset, then completed the rest without any more save an armor in dhuum's chamber.
At the 4H I dropped a few of the longer lasting spirits on one side(right facing the reaper) to delay the guys at that side, and tried to thin the left side as much as possible. I put the defense rit off to the side, but in range(last time I failed, the defense got dogpiled). With the conset I manages to survive, I had to micro a few key interrupts and flags to get my guys out of danger, and throw a few prots at the reaper, but we survived it, nd I ran to the ice wastes. I don't quite know what happened in the ice wastes... just dryders every****ing where. I used a summoning stone and drew a Crystal Spider, so bonus, and with the remaining conset buzz managed to agro and jam up the dryder horde till they died. I put gwen on one side and norg on the other with the spirits in the middle-ish, and I was running bach and forth with the channeling firing line. Pools was easy, vale was easy, unwanted was easier then I recall it being, the mountais was pretty simple, I held a high ridge and the spirits fired down on the bad guys in a choke point. I had a close call in the bone pits, a spirit charged the dryders, but I managed to micro a few prots on him. This is where the extra defender payed off(vekk died but oggles was alive). Once I got to dhuum, I burned a armor of salvation(i didn't have any more of the other cons, but I got a lot of armors and res scrolls from the WiK), and toughed it out. Dhuum had a raging hate**** boner for razah(my defense rit) and the master(my blood/AoE guy) and they went first. I eventually lost 5/8 to the ghost form, had to use like 5 res scrolls, but he got beat.
After all that, I got a R13 spawning ceremonial cauldron with non max endurance and +5 armor^50, a diamond, the stone, the key and the ecto.... WINNING!
Deatgs Corrupter
I finally sat down and did this again, this time i used modfied builds and also only 1 conset for; servants of grenth,4h and dhuum.
http://img156.imageshack.us/f/gw671.jpg/
http://img156.imageshack.us/f/gw671.jpg/
Bright Star Shine
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Assuming a "real" team that does everything together and none of this speed clear BS, this order involves the least backtracking:
[list][*]1. Getting started[list][*]1.1. Clear the Chamber[*]1.2. Optional: Before taking Restoring quest, pre-clear Vale, Mountains, Planes, and Pools so that there is zero possibility of a reaper spawning into danger. (Warning: This is very time consuming.) |
Ignore 1.2. completely. A reaper does not spawn until you clear everything out of the way, including the 3 Terrorwebs. So a reaper shall NEVER spawn bad. Ever. Don't clear first, that would be pretty stupid.
Essence Snow
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First of, sorry for necro'ing this, but this caught my eye.
Ignore 1.2. completely. A reaper does not spawn until you clear everything out of the way, including the 3 Terrorwebs. So a reaper shall NEVER spawn bad. Ever. Don't clear first, that would be pretty stupid. |
To be safe just make sure one of the 3 webs is the last foe u kill where a reaper might spawn.
Bright Star Shine
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Reapers spawn once the 3 terrorwebs have been killed at each of the sites (after restoring has been taken). So there is definately a chance of bad spawns......Mnts kill the webs b4 the the behemoths...bad spawn. Plains kill the webs b4 the riders...bad spawn. Pits....kill the webs b4 the thashers and collectors....bad spawn.
To be safe just make sure one of the 3 webs is the last foe u kill where a reaper might spawn. |
Chthon
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Yes, but this is my point, not taking restore because you will have a bad reaper spawn is stupid, since you'll be clearing it yourself. Make sure you kill everything around it before you kill the damn terrorwebs. Also, mnts kills the Behemoths if they spawn bad usually, or he's doing his job wrong.
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Relying on heroes to refrain from aggroing/killing the terrorwebs too early is a risk. Especially for those popular spirit-based setups that can't turn off their damage even by flagging or rapidly setting the whole team to "avoid combat." As soon as the terrorwebs go down, the reaper pops up. If there's something else alive in the area, he's going to get attacked. How bad this is depends on what's attacking the reaper and how able your party is to protect the reaper from it.
Mountains is the worst risk because the reaper can sometimes spawn directly on top of a pile of traps and die pretty much instantly. It's a bunch of little packets so it goes right through PS/SB. About the only thing that can save him is immediate SoA, which you may not have, and the heroes probably aren't smart enough to use anyway.
Planes can be a problem because half of the mindblades from the horsies on either side spawn on the far side and cross the reaper's position. If you feel comfortable keeping the reaper alive while taking on a 9 spawn, no problem. For those who don't, pre-clearing is an option.
Pools is complicated by the fact that you can't really tell which terrorwebs are the set that pops the reaper. Worse case scenario is that you end up out of cast range of the reaper, with a mass of dryders bodyblocking the way while dropping meteor showers on him.
I'm not sure if Vale is really a risk anymore. Way back in the day (I'm talking about the age of stance tanks, if anyone remembers back that far) you could end up with coldfires aggroing on to the reaper. These days, people generally leave that bunch of coldfires alive and they never cause problems. I'm not sure if it's a change to the patrol path, or a change to the monster AI/aggro system, or just that we were particularly unlucky in the old days.
Now, I'm not saying that everyone needs to pre-clear the reapers, or that pre-clearing is the best way to do UW, or that pre-clearing is anything other than horribly, horribly time-consuming. What I am saying is that there is an unavoidable risk of putting the reaper in some level of danger if you don't pre-clear, and people who are not comfortable with that risk have a way of avoiding it if they choose to do things the long way. Did I not say:
Quote:
Originally Posted by me
]Strong human teams who know the spawns generally do not need to pre-clear. Heroes can be a little bit less reliable about "don't aggro that" and "don't kill that dryder yet" and are generally stupider about all aspects of UWG. On the other hand, pre-clearing takes forever. Choice is yours.
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michielboonstra
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Reapers spawn once the 3 terrorwebs have been killed at each of the sites (after restoring has been taken). So there is definately a chance of bad spawns......Mnts kill the webs b4 the the behemoths...bad spawn. Plains kill the webs b4 the riders...bad spawn. Pits....kill the webs b4 the thashers and collectors....bad spawn.
To be safe just make sure one of the 3 webs is the last foe u kill where a reaper might spawn. |
but killing in the wrong order is not a bad spawn, its just stupid gameplay
Essence Snow
Read the post above u...this is a hero thread.......
Bright Star Shine
I know this, I never compared this with UWSC. I think someone else made the reference to mnts in an earlier post than mine, that's why I mentioned it.
Anyway. You shouldn't aggro the terrorwebs anyway. Only troublesome area might be mnts, with the behemoths, but in all other areas, you can clear everything before even aggroing the terror's. Plains could be challenging though, but that's the only one... Running around aimlessly like that popping quest after clearing everything is a pure waste of time, and if you can't handle not killing 3 things, it's indeed bad gameplay.
Anyway. You shouldn't aggro the terrorwebs anyway. Only troublesome area might be mnts, with the behemoths, but in all other areas, you can clear everything before even aggroing the terror's. Plains could be challenging though, but that's the only one... Running around aimlessly like that popping quest after clearing everything is a pure waste of time, and if you can't handle not killing 3 things, it's indeed bad gameplay.
Chthon
Bright Star Shine
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I know this. And you know this. But Koss, he just doesn't get it.
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Gwen would be my main concern, her AI is made as if she wants to scream LEEERROOOOOY JEEEENNKIINS.
Chthon
Neith
Personal opinion here, but if you've never done UW I wouldn't suggest using heroes as a first time adventure. Get a human team so you learn the spawns, areas, quests, etc before taking a team of heroes in there.